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=== RACE ================================
=========================================The next step will be to choose your character's Race. This will sometimes influence their Attributes, and may also add special abilities.
Racial bonuses usually fall along the following lines:
Starting Attribute Bonus: A bonus point to a specific Attributes (usually 2 Attributes) is added at character creation.
Leveling Attribute Bonus (LAB): Every 5 levels, specific Attributes (usually 2) will again a bonus point, in addition to the usual Attribute point gained by leveling.
Combat Stat Bonus(CSB): A permanent bonus to a Combat stat. This is inherent to the character and will be listed in their racial info.
Profession Bonus: Some characters may start with bonus points in a Profession due to their face. (Professions will be covered later in this section.)
Special Skill: A bonus skill that is unique to the race. This skill does no take up a Skill slot. It will be listed and tracked in the character's info box.
The Race you choose for your character may suggest an outlook and personality, but there are no rules governing this and how you present them is strictly up to your personal interpretation and the direction you want to take with them.
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=== RACE DESCRIPTIONS AND STATS ==========
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These descriptions are rather brief and tongue in cheek, but they do accurately present at least the outside perception of each race.
More detailed and official information of the races can be found elsewhere ## (when it's done) ##
---- Nen ---------------------------------------------------------------------------------
Human substitutes. Versatile. industrious builders, creators and shapers. Unpredictable and occasionally treacherous.
Kind of clanny, and one of the few higher races that will fight with itself, sometimes for really stupid reasons.
Starting Attribute Bonus: None
Leveling Attribute Bonus: Choose any 2
Special Skill: None
Combat Stat bonus: None
Profession Bonus: [+5 choose 1]
Special Skill: [Bargaining ] When buying recieve a 10% discount to the price of items.
When selling, recieve 10% more on the sale price.
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--- Kynrei (kin-ray)------------------------------------------------------------------------------
Rare, short-lived creatures who can alter their physiology at will. They can't look like other people, but they can be stronger, faster, etc. when they need to be.
Ask about pronouns on the daily, the whole situation is kind of a mess. They can change colors like cuttlefish though, which is great.
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Starting Attribute Bonus: None
Leveling Attribute Bonus: None
Combat Stat bonus: None
Profession Bonus: None
Special Skill: [Shaping] (see below)
[ Shaping ] Kynree receive a Shaping Bonus they can apply to certain of their Combat stats.
This bonus begins at 2 and increases by 2 for every 5 Levels they gain.
A Kynree may use an Action to distribute their a Shaping bonus among any of the following combat stats: (MA, RA, DEF, ARM, VIS*, MOVE**)
These bonuses will remain in place until Shaping is used again. After use, the skill will go on cooldown for 5 rounds.
* Adding the Shaping Bonus to VIS results in a reduction to Vis, rather than an increase.
** 2 Shaping points are required to increase MOVE by 1.
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-- Ka --------------------------------------------------------------------------------------
Physically impressive Devil People concerned a lot about honor. Like fighting because they're really good at it.
Might be the descendants of Einmarshers but definitely aren't evil probably. Have a tail that gets longer as they get older.
Can live a long time but usually get themselves killed eventually.
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Starting Attribute Bonus: [STR] [DEX]
Leveling Attribute Bonus: [STR] [DEX]
Combat Stat bonus: None
Profession Bonus: None
Special Skill: Blood Strength: [Self][Uses:1][Cooldown:1] a Ka may sacrifice up to [Level] of their own HP to gain a STR bonus of the same amount.
This bonus ends at the end of their turn.
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-- Vretka --------------------------------------------------------------------------------------
An offshoot of the Ka race who went looking for the Luminance and came back changed. Lost the tail, got horns instead.
Generally a calm, gentle people who place value in altruism. Quick to forgive but don't ever forget.
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Starting Attribute Bonus: [END]
Leveling Attribute Bonus: [END]
Combat Stat bonus: [+1 Armor]
Profession Bonus: None
Special Skill: Stone Will: [Free Action] [Uses:1][Cooldown:10]
Gain [1+LEVEL/5]Armor and HP regeneration of [LEVEL] for [2+LEVEL/5](Max:5) rounds.
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-- R'Lyl'lilrin (Lyl for short) --------------------------------------------------------------------------------------
Forest-dwelling squirrel people. Agile and unserious, average about four feet tall. Often go by nicknames because nobody can pronounce their real ones.
Friendly, but do not mistreat. If you make it so they like your stuff more than they like you, you'll never see them or your stuff again.
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Starting Attribute Bonus: [DEX] [AGI]
Leveling Attribute Bonus: [DEX] [AGI]
Combat Stat bonus: -1 Vis
Profession Bonus: [+5 Wilderness Survival]
Special Skill: Silken: [Passive] When using the Sneak action, MOVE becomes MOVE/2+2 instead of the normal MOVE/2
Sneaking movement cannot be increased higher than normal movement by this effect.
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-- Imyr (Im-ear) -------------------------------------------------------------------------------------------
An ancient, magic-adept people. Big on tradition. Previous rulers of the world before getting wrecked by the Luminance,
and still kind of cranky about it. Pretty much always masked or hooded. Can float, which is cool.
Starting Attribute Bonus: [MAG]
Leveling Attribute Bonus: [MAG]
Combat Stat bonus: [ +1 FOCUS ]
Profession Bonus: [+5 Historical Lore][+5 Artifact Lore]
Special Skill: Inherent Focus: [passive] Regenerate 1 MP per round
Bouyant: Can spend 1 MP as a Free Action to gain Flying. Movement remains unchanged.
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---- Rumera ---------------------------------------------------------------------------------
Aquatic folk banished from an empire far beneath the sea and 'cursed' to roam on land. They don't actually mind all that much.
Relatively new to the realms, still trying to find their place above the waves. Have gills but can still drown due to the curse.
Starting Attribute Bonus: [STR] [MAG]
Leveling Attribute Bonus: [STR] [MAG]
Combat Stat bonus: none
Profession Bonus: [+5 Sailing]
Special Skill: Waterkin: [Passive] Can move unhindered through water squares. While in water, automatically heals for [1+LEVEL/5](Max:5) HP,
and FOCUS actions do not cause attacks of opportunity.
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=== CUSTOM RACES =========================
======================================Seldom-seen or even unheard of races are not all that uncommon in the world, so if you have an idea for a race, bring the idea to the GM to discuss allowing you to play it in the game. Please have an idea worked out about how to express that race's features in terms of bonuses on par with the ones granted to other races above. The GM may discuss with you ways your idea may need to be altered in order to fit in a balanced way.
If your custom race is accepted, please be aware that the GM does have the right to make adjustments to the race's bonuses and skills even after it has been put in play, to ensure game balance.